Notes

Uninstalling any mod that adds or changes kits mid-game and using old save
games with it will generally result in bad experiences, and this mod is no
exception. Half-kitted characters, kits changing on characters, and mixed-up
lines (particularly on the record screen) are all possible symptoms. If you
have a previous version of NPC Kitpack
installed, you should finish your current game before upgrading to the latest
version. When upgrading, completely uninstall prior versions before installing
thelates version.

Overview

This mod started as a request (by me) in the Cleric Remix (now Divine Remix)
workroom for Anomen to be awarded a Priest of Helm kit upon passing his knighthood
test. Deciding this was outside Remix's remit I quickly spun it off into
its own mod--perhaps too quickly. A couple of days later I thought that the
mod could be bigger and the NPC Kitpack
was born, designed simply to give those NPCs without
kits the chance improve their lot. Originally I had only planned on giving
each NPC one of the original
BioWare kits. This, however, turned out not to be feasible. This mod will
add four new kits and provide the opportunity to give a kit to eight of the
BioWare NPCs.

Compatibility

This mod is designed to work with Baldur's Gate II: Shadows of Amn with
or without the Throne of Bhaal expansion pack. The NPC Kitpack
should be installed late in the install process for full compatibility. The NPC Tweak
Mod and the Holy Symbols Fix component of SimDing0's Tweak Pack are also
fully compatible. That is not to say it is not compatible with other mods--it
will work fine with most other mods, but the changes that are made to kits
by any other mods won't apply to the kits in the NPC Kitpack.

Installation

Windows
The NPC Kitpack is packaged
and installed with WeiDU.
It is distributed as a self-extracting archive. To install, simply double-click
the archive and follow the instructions on screen. The kits will take immediate
effect.

Alternatively the files can be extracted from the archive using WinRAR.
If properly extracted, you should have a NPCKit folder and Setup-NPCKit.exe
in your BG2 folder. To install,
simply double-click Setup-NPCKit.exe and follow the instructions on screen.
The kits will take immediate effect.

Mac OS XIf the mod was previously installed, uninstall it before extracting the
new version. Please note that this mod is incompatible with Mod Organizer. The NPC Kitpack
is packaged and installed with WeiDU.
To install, simply extract the contents of the mod into your BG2 folder.
If properly extracted, you should have an NPCKit folder, Setup-NPCKit, and
Setup-NPCKit.command in your BG2 folder.
To install, simply double-click Setup-NPCKit.command and follow the instructions
on screen. The kits will take immediate effect.

Linux
Extract the contents of the mod to the folder of the game you wish to modify. Download the latest version of WeiDU for Linux from WeiDU.org and copy WeiDU and WeInstall to /usr/bin. Following that, open a terminal and cd to your BG2 installation directory, run 'tolower' and answer Y to both queries. You can avoid running the second option (linux.ini) if you've already ran it once in the same directory. To save time, the archive is already tolowered, so there's no need to run the first option (lowercasing file names) either if you've extracted only this mod since the last time you lower cased file name. If you're unsure, running tolower and choosing both options is the safe bet.

Run WeInstall npckit in your game folder to install the mod. Then run wine BGMain.exe and start playing.

Contents

Improved Specialist Mage Descriptions
During the course of making this mod I improved the descriptions of the specialist
mage kits. I didn't do a lot, I simply combined the mage description with
the one line of the specialist mage description, and added the specialist's
school as well as the opposition school. Please see the Conjurer section
of Edwin's new kit description for an example.

Replace Berserker Kit with Battlerager for Dwarves
This component will replace the berserker kit option with the battlerager
when creating a new dwarven fighter character.

BATTLERAGER: The Battlerager fills a particular niche in dwarf society
and culture. He is a fearless warrior, able to create an insane rage within
himself, which increases his fighting ability and distorts his physical
features. While enraged, a Battlerager's face becomes twisted and his teeth
grind together. Spittle flies from his mouth and dribbles down his beard.
His eyes enlarge, bulge, and become bloodshot. Size increases as his muscles
swell and his body expands. His fighting ability becomes awesome, allowing
him to fight longer and harder than any other dwarf. While in his rage,
he is almost unstoppable. A dangerous enemy, he is a menace to friend and
foe alike.

A Battlerager may not be of any Lawful alignment.

Advantages:
- May Enrage for 1 turn once per day per 3 levels

Disadvantages:
- Becomes winded after Enraging
- May not use missile weapons unless they also have a melee component

Battlerager kit adapted from the Complete Book of Dwarves.

Anomen
Anomen has three components devoted to him, two of which were included in
the Kit Anomen mod. The components are as follows:

Anomen will gain the Priest of Helm kit on passing his knighthood test.

Anomen will gain the Berserker kit on failing his knighthood test.

Chaotic Neutral Anomen will not get a Holy Symbol.

Note: Anomen will retain any ranged weapon profiency points (above the
one allowed) when he gains his berserker kit. He will not be able to gain
any more points (again, above the one allowed) once he is a Berserker/Cleric.

Edwin
Edwin is a Red Wizard, but this fact is not mentioned in his kit description.
Also, his two extra spells per level are not actually explained, although
we all know they are granted by his amulet. This component will
add Red Wizard to Edwin's kit description and give some explanation for
those two extra spells per level.

RED WIZARD: When a bard or minstrel wishes to conjure up images of evil
magic and darkest sorceries, he need only mention the much-despised name
of the Red Wizards of Thay. Over the centuries, the clever masters of this
realm have combined powerful magic, espionage, and devious political maneuvering
to forge a state of virtually unequalled might.

The Red Wizards of Thay are called that because of the crimson robes
they wear when meeting with others of their kind. At other times, donning
these flowing, richly embroidered garments is optional. In any situation
where a Red Wizard is attempting to make an impression or otherwise flaunt
his station, he will wear such attire. If the wizard is attempting to conceal
his identity, of course, he opts for less obvious dress.

Red Wizards must be of an Evil alignment.

Advantages:
- May cast two extra spells per spell level

Disadvantages:
- None

CONJURER: The wizard strives to be a master of magical energies, shaping
them and casting them as spells. To do so, the wizard studies strange tongues
and obscure facts and devotes much time to magical research. A wizard must
rely on knowledge and wit to survive. Only the most powerful are ever seen
adventuring without a retinue of warriors and other partisans. Because
there are different types (or schools) of magic, there are different types
of wizards. A Conjurer is a wizard that specializes in creating useful
creatures and objects.

School:
- Conjuration/Summoning

Opposition School:
- Divination

Red Wizard description adapted from Wizards and Rogues of the Realms.

Imoen and Nalia
Imoen and Nalia have a new thief kit, Adventurer, available to them. The
Adventurer kit provides a small bonus to some thieving skills and removes
the backstab multiplier. They will also be able to select one of the specialist
mage kits (excluding Wild Mage), in conjunction with, or separate from,
the Adventurer kit. In Tutu games, you will only have the option of selecting
a thief kit for Imoen.

ADVENTURER: A jack-of-all-trades, not so much a thief as a character
who takes advantage of the general thiefly skills on adventures. An Adventurer
is preferred by many adventuring parties, because he is much less likely
than other thieves to betray or steal from his own companions. The successful
Adventurer knows the value of trust and cooperation, while many a "street
thief" has been raised on duplicity and (sometimes literal) backstabbing.

Advantages:
- +20% to Open Locks and Find/Remove Traps

Disadvantages:
- No backstab multiplier

Adventurer kit adapted from the Player's Handbook.

There is a minor cosmetic bug in the application of the adventurer kit--the
level-up screen, the information box will sometimes claim that Imoen or Nalia's
backstab multiplier has increased, even though it has not.

Korgan
Dwarven Berserkers are known as Battleragers, it even says so in the Berserker
kit description. With this component Korgan will be a proper Battlerager,
instead of a measly Berserker. The kit description is available above under
the Replace Berserker Kit with Battlerager for Dwarves component description.

Mazzy
Mazzy is referred to in the game as a Truesword of Arvoreen, she even has
some abilities to complement this description. Instead of this psuedo-kit
I felt she deserved a proper Truesword of Arvoreen kit. However, it turns
out the Truesword is actually a cleric kit and Mazzy is not a cleric. Taking
the cleric kit as a base, and being careful not to make the kit as powerful
as a paladin, I designed for her this new kit:

TRUESWORD OF ARVOREEN: Arvoreen is the nearest thing to a halfling war
god. He is a god of stern defense and aggressive watchfulness, who is always
preparing for incursions into halfling lands and making ready to repulse
hostile creatures at the first sign of trouble. Arvoreen is venerated primarily
by halfling fighters.

Fighters that enter the church of Arvoreen, and prove themselves worthy,
are raised to the rank of Truesword. Trueswords are the protectors and
defenders of Halfling communities. They mount regular patrols, always investigating
the slightest hint of a threat. Many Trueswords regularly adventure to
gain magical weapons and defensive items of all kinds.

Trueswords of Arvoreen must be halflings of Lawful Good, Neutral Good,
or Lawful Neutral alignment.

Advantages:
- Lay On Hands (heals 1 hit point per level) once per day
- Detect Evil (as the 1st-level priest spell) once per day
- From 3rd level can cast Strength (as the 2nd-level wizard spell) once
per day
- From 5th level may Invoke Courage for 1 turn once per day per level
- From 7th level can cast Glyph of Warding (as the 3rd-level priest spell)
once per day
- From 9th level can cast Strength of One (as the 3rd-level priest spell)
once per day
- From 11th level can cast Haste (as the 3rd level wizard spell, but on
themselves only) once per day
- From 14th level can cast Champion's Strength (as the 5th-level priest
spell) once per day

Disadvantages:
- Can only place more than one proficiency point in short swords, short
bows and slings

Truesword of Arvoreen kit adapted from Demihuman Deities.

Mazzy's AI script will
also be updated to reflect the changes made.

Minsc
Minsc is from Rashemen; therefore he is a Rashemaar Ranger. This component
simply changes Minsc's title from Ranger to Rashemaar Ranger.

Sarevok
Sarevok's biography mentions that he is a Deathbringer and he comes with
the Deathbringer Assault melee effect. What is a Deathbringer? I could
not find any canon sources for a Deathbringer kit, there is a Deathstalker
kit in Faiths and Avatars, but a Deathstalker is a specialty priest
of Bhaal. I didn't feel this fit Sarevok, as his goal in (his first) life
was to become a god and replace Bhaal. Plus Bhaal is dead and Sarevok is
a fighter. So this new kit is one of entirely my own design--hope you like
it.

DEATHBRINGER: A Deathbringer is not, as the name suggests, a bloodthirsty
killer, but a master of the fine art of intimidation in combat. Every stance
and gesture is designed to maximize their opponent's fear and minimize
their own. The goal is to so frighten the opponent that they are unable
to fight back. Eventually it is possible for them to kill with a single
blow, not from physical damage but from mental.

A Deathbringer's first instinct is to cause fear. As a result, it is
difficult for Deathbringers not to intimidate people and, indeed, determine
when not to intimidate people. Their body language outside combat makes
people pause and worry. However, they can easily recognize and suppress
any fear in themselves. Their goal is to frighten not be frightened.

Fixed bug where Imoen, if not dual-classed, would still get her class
name changed to 'Adventurer/Mage' (i.e. in Tutu and BGT games)

Fixed bug where the adventurer kit would erroneously mention an increase
in backstab multiplier at level-up

Version 1 - August 14, 2007

Added a Spanish translation courtesy of Clan DLAN and a French translation,
courtesy of Thot and the d'Oghmatiques

A great deal of under-the-hood changes to streamline installation. Notably,
there's no longer a 'master component' which needs to be installed, and
the mage kit options for Imoen and Nalia are now presented in much more
user-friendly menu options

Added new Replace Berserker Kit with Battlerager for Dwarves component

If NPC Tweak is installed,
Anomen's new equipment from that mod is now adjusted to still work if Anomen
gets the berserker or Helm kits

Watcher of Helm Anomen now receives a Holy Symbol he can use

Made Tutu- and BGT-friendly;
Edwin, Imoen, and Minsc can now receive their kits in Tutu/BGT games

Weapon proficiency compatibility code streamlined to be compatible with
just about everything

Install order dependence for the thief and mage kit components for Nalia
and Imoen has been removed

Fixed bug on non-Fixpack installs where Spellhold Imoen doesn't have
a script assigned, causing her kitting to fail

Magic Missile is a disallowed spell for enchanters, so if Imoen is kitted
as an enchanter she'll use Larloch's Minor Drain in the initial BG2 Promenade
cutscene instead

HLA tables for the new
kits now use the generic tables for their classes (instead of their own
copies) for better compatibility with HLA-altering
mods such as Refinements